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House, Military, Police and Intelligence IDs - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: House, Military, Police and Intelligence IDs (/showthread.php?tid=129217) |
RE: House, Military, Police and Intelligence IDs - Connor - 05-12-2015 There are many treaties that surround the BAF allowing them to attack unwanted people in Omega 3 and Cortez. The RM and LN also have the same responsibilities http://discoverygc.com/forums/showthread.php?tid=50276 RE: House, Military, Police and Intelligence IDs - Black Jack - 05-12-2015 Wow. So from now on BAF cannot attack any ship in Omega 3 but Gallic? the hell? Pirates will rip down Omega 3. Atleast i'm patroling Omega 3 with zoner ship. And as far as i understand... Sinse Bretoninan ships cannot attack any ship in Omega 3 then there is no restrictions for other faction cap ships in that area? And also. Even if Police and Military cannot attack anyone in Omega 3, Privateers can, BHG can, House organizations can. RE: House, Military, Police and Intelligence IDs - jammi - 05-12-2015 2 means they can attack anything that is diplomatically hostile - so Corsairs, Gaians, pirates, whatever. 5 means they can attack ships belonging to diplomatically hostile Houses. So currently, if a GRN ship was in Omega 3 (for some reason), the BAF could go and attack it without worrying because it's in their ZoI. However, if there was a Corsair ship sat a few K away, in that scenario they'd have to ignore it because they're not in House space. This was one of my major criticisms of the amendment. Other than conflicting with all the lore that's in-game and being bad for gameplay, it also massively increases the technical complexity of the IDs when they should be as simple and easy to understand as possible. Pretty sure the only net difference from this development will be a spike in sanction baiting as people who haven't noticed the edit inadvertently break the rules. RE: House, Military, Police and Intelligence IDs - Black Jack - 05-12-2015 God help us all . Pirates will be all over Omega 3 now. And also Omega 7. + Omega 11 isn't house space. God, All Omegas will be taken down. Maybe admins should let BHG Core ships allow to enter Omegas now? I cannot protect everyone in Omega 3. Only near Freeport and Palmer, but nowere else. As i'm zoner, not some BHG or someone else. But still LSF, MND and all Intelligence Service can defend Omega 3 from pirates as far as i see it. RE: House, Military, Police and Intelligence IDs - Lythrilux - 05-12-2015 (05-12-2015, 01:31 PM)Black Jack Wrote: God, All Omegas will be taken down. Maybe admins should let BHG Core ships allow to enter Omegas now?The Omegas are part of The Core ZoI. We frequent them often, specifically Omega-3. Merely we can't take capital ships there (Omega-3), although within our ID we should be allowed to really and there's no real logical reason why we wouldn't/shouldn't. RE: House, Military, Police and Intelligence IDs - Black Jack - 05-12-2015 (05-12-2015, 01:33 PM)Lythrilux Wrote:(05-12-2015, 01:31 PM)Black Jack Wrote: God, All Omegas will be taken down. Maybe admins should let BHG Core ships allow to enter Omegas now?The Omegas are part of The Core ZoI. We frequent them often, specifically Omega-3. Merely we can't take capital ships there, although we should be allowed to really and there's no real logic reason why we wouldn't. Part of ZOI yes, BUT... You cannot bring Cruisers and Battleships to systems that have Jump Gates. Exeptions are only Sigma 17 and 19. No Omegas. You can bring cap ships only to Omega 5 and 9 closest. Omega 3 have 2 JG. Omega 7 also 2. Omega 11 have 1. And i haven't seen any BHG Core ship there. Only simple BHG. RE: House, Military, Police and Intelligence IDs - Lythrilux - 05-12-2015 I did try to get the capship zoi limitation removed via player request as it can no longer be abused via the bounty hunting line (since The Core are no longer BHG Core as they are not part of BHG anymore). Sadly the admins didn't let it pass. RE: House, Military, Police and Intelligence IDs - Fluffyball - 05-12-2015 In short: I'm dubious about it, but I see it as more activity for Bounty Hunters and such elements + relief for pirates. Actually, Exiles will have a problem now, since Tau-29 encounters won't be possible due to the fact that 343rd Exiles both 1) don't want to go to Kyushu 2) they will not fire first at KNF (unless one mission in the future would demand it). I'm also thinking if it wasn't kind of punishment for Kepler and Cortez (Kepler - lack of laws divinding Kepler into Kusari and Liberty spheres, making an illegal claim over 66; Cortez - way different coliding laws in Cortez system) with undefined precisely laws. RE: House, Military, Police and Intelligence IDs - Highland Laddie - 05-12-2015 Quote:2 means they can attack anything that is diplomatically hostile - so Corsairs, Gaians, pirates, whatever. 5 means they can attack ships belonging to diplomatically hostile Houses. -Can defend allied or neutral lawful ships and bases within their Zone of Influence. Wouldn't this still give BAF justification of shooting pirate ships if they are actually PIRATING in Omega-3, especially since we regularly have allied and neutral lawful ships traveling there, not to mention Douglas Station and Sprague (bases) to protect? You just have to wait until they are actually doing some pirating. I don't see that as terribly bothersome. A pirate who isn't pirating isn't really any threat. I guess the real loss in this for BAF would be raiding Omega-5, as that was fun activity, but I suppose it's not so much more difficult for Sairs to just raid Dublin/Cambridge and wait for the response. RE: House, Military, Police and Intelligence IDs - Thyrzul - 05-12-2015 (05-12-2015, 04:44 PM)Highland Laddie Wrote: Wouldn't this still give BAF justification of shooting pirate ships if they are actually PIRATING in Omega-3, especially since we regularly have allied and neutral lawful ships traveling there, not to mention Douglas Station and Sprague (bases) to protect? You just have to wait until they are actually doing some pirating. I don't see that as terribly bothersome. A pirate who isn't pirating isn't really any threat. The problem with authorities having to wait for pirates to act first is that the latter can still lurk around and wait for the former to leave so they can begin their piracy. You can't tell pirates to leave, you can't do anything about them, you can't be preventive, only reactive, and that's where chances of success to defend traders drop significantly.
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